Do not delete the actor instance if it's belong to an entity. (#4624)
Signed-off-by: rhhong <rhhong@amazon.com>
This commit is contained in:
@@ -92,6 +92,7 @@ namespace EMStudio
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m_postProcessEntity->CreateComponent(AZ::Render::PostFxLayerComponentTypeId);
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m_postProcessEntity->CreateComponent(AZ::Render::ExposureControlComponentTypeId);
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m_postProcessEntity->CreateComponent(azrtti_typeid<AzFramework::TransformComponent>());
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m_postProcessEntity->Init();
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m_postProcessEntity->Activate();
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// Init directional light processor
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@@ -112,6 +113,7 @@ namespace EMStudio
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m_iblEntity->CreateComponent(AZ::Render::ImageBasedLightComponentTypeId);
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m_iblEntity->CreateComponent(azrtti_typeid<AzFramework::TransformComponent>());
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m_iblEntity->Init();
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m_iblEntity->Activate();
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// Load light preset
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@@ -134,6 +136,7 @@ namespace EMStudio
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gridComponent->SetConfiguration(gridConfig);
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m_gridEntity->CreateComponent(azrtti_typeid<AzFramework::TransformComponent>());
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m_gridEntity->Init();
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m_gridEntity->Activate();
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Reinit();
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@@ -251,6 +254,7 @@ namespace EMStudio
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actorEntity->CreateComponent(azrtti_typeid<EMotionFX::Integration::ActorComponent>());
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actorEntity->CreateComponent(AZ::Render::MaterialComponentTypeId);
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actorEntity->CreateComponent(azrtti_typeid<AzFramework::TransformComponent>());
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actorEntity->Init();
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actorEntity->Activate();
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EMotionFX::Integration::ActorComponent* actorComponent = actorEntity->FindComponent<EMotionFX::Integration::ActorComponent>();
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@@ -825,6 +825,11 @@ namespace CommandSystem
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{
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continue;
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}
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// Ignore actor instances owned by entity
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if (actorInstance->GetEntity())
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{
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continue;
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}
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// generate command to remove the actor instance
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const AZStd::string command = AZStd::string::format("RemoveActorInstance -actorInstanceID %i", actorInstance->GetID());
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